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unmerged(20271)

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RSI

Hi,
I'm playing with UK, it's 42 most of Italy is under my control. I decide to create the RSI just to see what happens :
and it's a disaster!
The north of Italy stays like before : Fascist Italy allied with Germany
The center of Italy becomes RSI neutral with all my British troops that are transformed into RSI troops !! I've lost 10 FTR + 12 Divisions
The south is still UK but I almost have no troops.

I sent another mail earlier about the same kind of stuff happening with Romania Soviet Puppet and German troops ending comintern troops.

Need to be sorted out I think.
Bye.
 

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Re: RSI

Originally posted by speed
Hi,
I'm playing with UK, it's 42 most of Italy is under my control. I decide to create the RSI just to see what happens :
and it's a disaster!
The north of Italy stays like before : Fascist Italy allied with Germany
The center of Italy becomes RSI neutral with all my British troops that are transformed into RSI troops !! I've lost 10 FTR + 12 Divisions
The south is still UK but I almost have no troops.

I sent another mail earlier about the same kind of stuff happening with Romania Soviet Puppet and German troops ending comintern troops.

Need to be sorted out I think.
Bye.

It is part of HoI, nothing to do with CORE.
 

hendriks

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Italian AI

It's mostly a 0.61 game, just upgraded to 0.62, so not sure if anything changed already.

- Italy does not garrison Italy enough, as soon as they run into problems against Greece or North Africa (unfortunately almost never) they plunder the garrison divisons in Italy, sometimes even leaving Rome undefended, the UK always lands successfully in Milan or Sicilie when UK are loosing the North African campaign. Troops should go to boost NA.

- I was happy to see a succesfull invasion into Greek occupied Albania, it just turned out okay, if it would have failed, Italy would have lost 7 divisions like that. Parameter to guard border against Greece should probably increase.

- Less agressive AI needed in North Africa, I have yet to see Italy NOT annex Egypt, the UK is still a bit insecure and slow in NA, they do keep a 30 divisions garrison in east Egypt, but only put ONE division to guard against Italy in Sidi Barani, so are quickly run over and then it's a couple of weeks to Cairo for Italy.
UK should very quickly end Italian dominance in eastern africa, I have seen 15 UK divisions against 2 0 org Italian and they just stare at each other for 6 months..............
 

McNaughton

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I have 'fixed' the UK sitting in East Africa problem. It basically comes down the the fact that eventually garrison factors become annoying, as they heavily defend things, but never attack. The way to solve this is to have peacetime AI files where nations have high garrison values in key places, then when war starts, have war AI files, with lower Garrison priorities and higher front priorities. This keeps troops fighting rather than sitting in big piles next door to hostile nations.

Italy's problem is that they have too many military priorities. Realistically they can only fight one battle at a time and adequately defend Italy. Fighting in North Africa and the Balkans will end up in a major problem for Italy, because they need the divisions from somewhere. East Africa basically results in the destruction/isolation of 11 divisions. Possibly lowering the garrisons of North Africa (Tripoli can be reduced a bit) and increasing the garrisons of South Italy (as this is the area that the AI takes troops from for invasions of the Balkans), as well as relying more on border garrison values instead of province priorities for the defense of the North (so after France is defeated Italy will keep fewer troops up there). Unfortunately, if Rome is depleted I don't see much hope for the rest of Southern Italy, as Rome is a very high priority province for garrisons. Possibly increasing the minimum and maximum garrison values will keep more troops back at home, but will also limit their potential for achieving their goals in the Balkans.
 

unmerged(18048)

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Revamping of Italian army event lacks precondition

From 0.61 (not yet switched due to ongoing game).

The event 462085 in core_italy.txt (called "462120 - Failings of the Italian Army" in its comment) occurs even if Italy has not yet researched "Early War Experience Analysis" which is precondition for the "Revamping Italian army" technology (and at least at highest difficulty level it is very probable to start the war without it). In contrast to the German gain of Panzer technology from Czechoslovakia I would suggest to simply add

technology = 11200

to the trigger. It will then have a chance to trigger once Italy finally has come around to research Early War technology (in my game: September 1940).

[Edited for mentioning wrong Precondition.]
[Edited again.]
On second tought: Could it be that the event was meant to give the "Italian Army (ITA only)" tech? That would fit much more to the description of the event. But I had that tech from the beginning.
 
Last edited:

Montemurro

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Originally posted by McNaughton
That's probably the best idea, no need to flood the game with oodles of new events that are not necessary.

Also, what about adding oil events for Italy?

Part 1: Oil from Romania (I think starting in 1940)

Part 2: Oil from Germany (to suppliment Romanian Oil)

The German part could be piggybacked on to the Overland Coal events (i.e., what happens to the coal events when Germany goes to war), while the Romanian Oil could just emulate the transfers of Oil to Germany.

Hi, I have a suggestion for a 'Part 3':

Part 3:Oil from USSR (Spring 1941)

Quote from 'The Italian Navy in World War II' by James J. Sadkovich:
"Berlin's inability to keep its promises led Rome to try to approach Moscow. On 20 April 1941, Giannini, who was in charge of trade talks, urged the Italian ambassador, Rosso, to ask for 100,000 tons of naphtha (Type R.M.2) to be shipped from a Black Sea port. Not only did the Soviets seem open to the Italian initiative, but Ribbentrop had been encouraging better Italo-Soviet relations, and on 22 December 1940, the Soviets agreed to accept an Italian trade delegation.

By 29 April 1941, Giannini was optimistic that the Soviets were ready to deliver up to 200,000 tons of mazut (naphtha or fuel oil), >>SNIP<< And on the 22nd, Hitler precluded any Italo-Soviet deal by attacking the USSR.

At best, Hitler's decision to go ahead with the attack on Russia cost the Italian navy the equivalent of ten months supply of fuel oil at German rates of delivery in 1940 early 1941. By 30 May 1941, it seemed that the Italians could have obtained 250,000 of fuel oil from the USSR over eightteen months, as well as some desperately needed raw materials."
 

mvsnconsolegene

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On second tought: Could it be that the event was meant to give the "Italian Army (ITA only)" tech? That would fit much more to the description of the event. But I had that tech from the beginning.

When I originally designed the event it happened as a surprise; when Italy came to be at war with any of the alliances. I was trying to simulate Italy's ability to wage one front wars quite well, but their complete failing to co-ordinate their forces in any meaningful way if they had to deal with mulitple fronts (france, yugoslavia, med., n.africa, ethiopia). So players suddenly get this 5% organization hit across the board; then have to immediately start researching the revamping tech.

However, it has been changed in some fashion since I sent it in. The implementation is now straightforward. Italy starts with 'Failings' and can research two other techs I made to fix this right in 36 if it wishes (corsetting) and (revamping).

- MVSN

P.S. To any C.O.R.E. person, have any of my events (minus the new roman empire events, whatever you do...don't put those in now!) like the failing in ethiopia, etc. been looked at in any more detail for a future patch? Ciao :)
 

Ghost_dk

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Roman empire events

Hi mvsn

i am making my finishing touches on my political pack over the next 14 days and during my testing i have noticed that some of the roman empire events off yours that have been added with 0.62 use id's that i have reserved in the wiki treasury.

Ill change my id's this time, but in the future could you please add id numbers in the treasury not just event names for new events or check to see id have been reserved before writing the event.

Not a lot of harm done this time but thats only because the 0.62.txt file was top of the list. I would probably have been more annoyed if it had bee the last one and i had to go through all the files to find the data mismatch.

Ghost_dk
 

mvsnconsolegene

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the roman empire events off yours that have been added with 0.62 use id's that i have reserved in the wiki treasury

That's odd, I didn't think any of my events had been added. I know two of my techs have.

As for my ID's, if they have been used at all I had never really planned out the ID's...they were all pretty random. In the future I will make sure I reserve them.

Don't worry, I won't be able to do anything more until May next year anyways :).

- MVSN
 

mvsnconsolegene

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Hey! I was just playing a game as Germany and my Mussolini state Visit to the Third Reich Event triggered!

I didn't think that was in there, doesn't the website say it's in the 'designing' stage?

- MVSN
 

Steel

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Originally posted by mvsnconsolegene
Hey! I was just playing a game as Germany and my Mussolini state Visit to the Third Reich Event triggered!

I didn't think that was in there, doesn't the website say it's in the 'designing' stage?

- MVSN


Added in v0.62 and the wiki treasury was updated 19/10. The official website usually lags somewhat as we don't have a full time webmaster and ultimately we are more concerned about having a working mod than a perfect website.
 

mvsnconsolegene

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I've just completed my first .62 game as Italy.

There are some slight issues with my events, they work - but some changes from .53 have made some of them execute silly and result in strange alliance shifts. I am figuring out a way to get them work properly.

I'll get back to you.

- MVSN
 

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Originally posted by mvsnconsolegene
I've just completed my first .62 game as Italy.

There are some slight issues with my events, they work - but some changes from .53 have made some of them execute silly and result in strange alliance shifts. I am figuring out a way to get them work properly.

I'll get back to you.

- MVSN
excellent.
let's us know when you finish.
 

Hogar

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When Germany annex Austria there is an event asking you to protest the annexation. There are three options. First one hits you with dissent and I am trying to aviod it. However the other two options hit you with the allignment towards democracy (100 & 200). Italy ends up completly democratic with either one! I am not sure is this historical but seems too extensive. Shouldn't this be lowered?
Cheers...
 

Hogar

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Originally posted by Alikchi
And even though they're all the way to Democracy, the game still lists them as Fascist. Kinda pointless, no?
To make things worse, if you influence a nation you align them towards democracy... Kinda weird, no? ;)
 

Alikchi

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Ahem. Influenced, sure, but even though the slider is all the way into Democracy, in the box below they are listed as Fascist. That's what I mean.

In my opinion, if this part of the event still stands it would be apropriate to change it to at least Paternal Autocrat.
 

Hogar

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The point I am trying to make is that this event should be tweaked so Italy still stays a fascist country. Is this event historically balanced??? :confused:
 

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I was hit with the same event. I think 100 and 200 moves to democracy are a bit much. 40 and 80, maybe? If even that much. Italy didn't all of a sudden go all democratic just because Mussolini decided not to raise a stink after Anschluss.

On a related note, it is now late 1940, October to be exact, and Germans are stuck with those two French provinces right next to Italy. Both are mountains, have 3-4 land forts, and about 20 divisions stuck in each. I've blockaded them from the sea for months now, and Germans have better then 80 divisions parked just outside them, with 20 air squadrons, but they sit and do nothing. This is exactly the same problem as the one with a cut-off Maginot line.

I don't have any bright ideas, other then to use an event to drop those forts down to size as well....


Zerli